Millatary managment?

Expense problem

Alright so im playing a game, this happens to me in pretty much any setting. And my economy is doing good, real good. Im pulling in lots of cash and my treasury is generaly going up, and my tax rates arent even that high.
However i dont have any warships, when i start building them almost immedaitly im in debt and i have to lower my spendign rates and increase taxes to just try and stay afloat.

My civilization is usually neutral, and balanced when it comes to planetary improvments. (I give slight emphasis to approval and population but nothing major).
what am i doing wrong? How can i resolve this?
11,167 views 10 replies
Reply #1 Top
If you are not building a ship in your shipyard, there are no expenses for shipbuilding. Once you start building ships, the cost of that military production is now added to your overall economy. This will drag down your economy.

I suspect what was happening is that you were not building any ships, then started building ships in all of your shipyards--this can cause a big swing from surplus to deficit.

If you want to keep a surplus when your shipyards are busy, you will need to bring in more tax money (more population, or build more trade center type of buildings, or just increase tax rates) or engage in more trade with other civs. Although you may think your economy is going strong, you can do much better I think.

I can easily keep a surplus with shipyards churning out ships on my key colonies (I build shipyards on PQ >10 planets). My taxes are at 49% with 90-100% morale generally.
Reply #2 Top
In addition to the costs of additional production, you also need to cover ship maintenance costs. Armed ships cost additional credits each turn.

I suggest always running a much higher economy than you need. What if you need to rush buy? What if you get a galactic recession?
Reply #3 Top
Usually i try to have 3-4 shipyards that can pop out a capital ship every 4-7 turns. However with tax rates i canr arley get above 39-42% without my approval going low. I try to emphasize on approval building but it doesnt make a significant difference.

I think essential ill just have to emphasise economy, a strong economy is a strong millatary.
Reply #4 Top
you are doing nothing wrong. having a military costs money so you need to manage how much you build with how much you have in your treasury.
Reply #5 Top
It really is worth setting up trade routes. Design the fastest freighters you can and have one rich planet keep producing them until you have all the routes you can. A nifty trick is to have a few spare freighters positioned near rich alien planets so that if you lose a route, you can establish another one straight away. (Also you can keep an eye on those planets). Trade is usually equal to more than my surplus income.

Don't start a war unless you have 20K or so in hand is my advice. That's a minumum.

Reply #6 Top
Good advice, one of my main flaws is i often froget to modify non-millatary ships. (a very fatal flaw indeed).
Reply #7 Top
I play a gigantic galaxy and right now after taking over four other civs, i have maybe a dozen to twenty planets that pump out ships. That sounds like a lot but i also have over 100 colonies.

I keep the tax rates as high as i can without going below 65% morale and will have multiple trade only planets to keep the money flowing in.

Let the minor civs be. They usually do a lot of trade and you can park some economy starbases right outside of them.

Consistantly build ships. If you balance your economy while you are doing shipbuilding (for defence, future wars, trade whatever) then there is less of a hit when you ramp it up.

Also, if you have allies, trade for some of their warships. Even if they aren't top notch, you've at least got more defenders, freeing up your own ships to head to the front lines. Or even better, if you are on decent terms with the civ you're about to blow out of space, trade for *their* ships. In my current game i passed off Advanced Trade, Alliances and Advanced Life Support for a full 1/3 of the Torian's warships, then turned the guns around and started beating them up on the next turn.
Reply #8 Top
Actually, you might have made the same mistake I did the first game or two... if you don't adjust the proportion sliders (military/social/research) then in times when you're not producing military or social projects, all those production points convert to cash, giving a false source of income.

Try turning your military slider to 0 and your social slider to 0 when you're done all your building and see if you still have money problems (you probably will) then go back and re-look at your economy.
Reply #9 Top
However with tax rates i canr arley get above 39-42% without my approval going low. I try to emphasize on approval building but it doesnt make a significant difference.


Hmmm. Sounds like your populations are too high. A couple of entertainment buildings on each planet, even the worst ones, should get you somewhere over the 60% tax range. If you throw in a morale resource, a bit of morale research and a morale trade good or two, you should easily be able to support 80% tax rate with 1 basic farm on each planet.

It sounds like what you've done is let your population grow high and *then* try to up the tax rate. The better way round is to get the tax rate up to 80% (or whatever you're happy with it being long term in the game) and then let your population grow naturally as morale research/resources/trade goods kick in.

To salvage any current games, set the tax rate very high. That will kill population off until either the approval settles back down again, or you can get a reasonable tax rate without approval issues. Depends on your economic setup and exactly what sort of populations we're talking about, but the likelihood is you'll make more from a lower population with higher tax rate.

Edit: Sorry, I misread that as approvals of 39-42%. Other than in the early game when you might be after the growth bonuses, you really don't need high morale. 50-60% is usually plenty. That's the sort of number I was talking about getting with 2 entertainment buildings. Even 40% (where population will stop growing) is not an issue unless you have a voting form of government.
Reply #10 Top
I typically operate all of my planets at 15B (20B for civilization capitals) which is one advanced farm per planet. I also have no approval buildings on any planets except for the 10% approval bonus for the stock market. I play neutral (+10% approval), take the 20% racial approval bonus, research all of the morale techs early, and, get all of the morale wonders ASAP. A morale resource or two to mine is nice but not necessary. With this strategy I run at 80% taxes with 100% approval the entire game.

A "good" economy is one generating on the order of 500 bc per planet per week. You do probably need 2 economic resources to reach this level. However, I can't count how many posts I've seen where the poster will say he has a "good" economy and quotes total income numbers like 2000 ~ 4000 bc per week. My last game my net income towards the end of the game was 160K per week. Believe me, with a "good" income you have no such issues.